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Command zone

The Thing

The Thing

Legendary Creature — Human Hero

The Thing wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Heroes or Humans.

  • Mana cost5 genericgreen
  • White, Blue, Red, Green ()
  • Power / toughness5 / 5
  • RarityMythic

Trample

At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put four +1/+1 counters on The Thing.

Whenever The Thing attacks, you may pay redgreenwhiteblue. When you do, double the number of each kind of counter on any number of target permanents you control.

Build a deck with The Thing Find it in the app

Archetypes
Themes

Cards That Fit The Thing

Picked for what they do in The Thing's deck. When two cards do the same job, the one with the lower comes first. All of them fit The Thing's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what The Thing does6

The 6 Cards

Similar Commanders

Commanders that share the most with The Thing, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWURGPlayers write colors as letters: W for white, U for blue, R for red, G for green. Blue is U because B was already taken by black.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageCounter DoublerDoubles the counters being placed on your permanents: +1/+1, loyalty, charge, any kind. Counters here are the markers placed on cards, not counterspells. Doubling Season, Branching EvolutionOpen the Counter Doubler pageCounter ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation page